Sunday, July 10, 2011

Improvising

Greetings! Raz here. So after I made the Vladimir NPC Class of last week I remembered that I also had several other custom classes that are half finished and need to be posted. One of these classes is what I call the “Improviser”. The point of this class is to make the person act in all sorts of crazy ways since the class’s weapon can be virtually anything he/she can pick up. It is meant to be more combat focused, but still should mix things up since the class is so “flexible” so to speak. So without further ado, here’s the Improviser!

Improvisers are proficient with all simple weapons and any improvised weapons they can find (see Improvised Weapon Proficiency). Improvisers are proficient with light armor and shields, but not tower shields.

Improvised Weapon Proficiency

The Improviser has the ability to use any object she can find as a weapon. Unlike ordinary people, the Improviser knows how to work around the limitations of an improvised weapon and as such takes no penalty on any attacks with improvised weapons. The amount of damage an improvised weapon deals is determined by her level. In addition, improvised weapons must be of the same weapon size as the person wielding it (DM Discretion on what constitutes the size of a weapon).

Level Damage Size Example

1-2 1d4 Small Book, Beer Mug, or Fork

3-6 1d6 Medium Coat Stand, Chair, or Iron Pan

7-10 2d4 Large Keg, Tree (small), or Anchor

10-13 2d6

13-19 2d8

20 3d8

Breakage

Improvised weapons are not as durable as regular weapons thus whenever an improviser rolls a critical threat or critical strike the improvised weapon will break, becoming unusable as a weapon. However, when the weapon breaks, the shrapnel from the item will do an extra 1d4 damage to the struck target.

Improvised Skill Upgrade

Every second level until level 12 an Improviser gets bonus miscellaneous modifiers in skills that are particularly important to any improviser.

Level +2 Bonus

2 Search

4 Spot

6 Bluff

8 Diplomacy

10 Forgery

12 Disguise

Improved Critical 1

At third level the critical threat range for improvised weapons becomes 19-20/x2.

Improvised Armor Proficiency

At fifth level the Improviser gains the ability to take “sturdy” (as determined by the DM) materials and turn them into improvised armor that gives the improviser an additional +1 AC. If an Improviser is struck by a critical hit, the improvised armor breaks and loses the +1AC.

Thrown Weapon Proficiency

At seventh level the Improviser has the ability to use items of roughly palm size as lethal ranged weapons that can be thrown up to 30 feet for 1d6 damage. Items such as vials of poison gas or alchemist fire can be thrown as well for the extra 1d6 so long as the thrown item actually hits an opponent.

Misleading

At ninth level the Improviser gains masters the fighting style of an Improviser that is very hard for a normal person to read. As part of a full round action, an Improviser may make an Intelligence check (DC 19) to confuse his/her opponent. By doing so, the AC of that opponent is reduced by -2 on the Improviser’s attacks for the rest of the battle. An Improviser cannot Mislead any creature with an Intelligence score lower than 7 or on other Improvisers.

Improvised Casting 1

At eleventh level the Improviser gains the ability to identify any 1st Level or lower spell and cast it simply by seeing it cast that day. By sleeping an Improviser loses the exact memory of how to cast the spell and must see the spell again before he can cast it. The DC on these Improvised Spells is 10 + Int + spell level. If an Improviser sees a spell many days consecutively, he can choose to memorize the spell (DM discretion on how long a spell must be observed). The maximum number of memorized spells per caster level is equivalent to the Improviser’s Int modifier.

Dual Improvised Weapon Proficiency

At thirteenth level the Improviser is able to wield two improvised weapons at once. This ability acts in the exact same way as the “Dual Weapon Fighting” feat only with improvised weapons rather than normal ones (DM discretion on what is a light and heavy weapon in each hand).

Improved Critical 2

At sixteenth level the Improviser has become so used to using improvised weapons that he/she now deals improved critical damage of 19-20/x3.

Improvised Casting 2

At twentieth level the Improviser gains the ability to identify any 5th Level or lower spell and cast it simply by seeing it cast that day. By sleeping an Improviser loses the exact memory of how to cast the spell and must see the spell again before he can cast it. The DC on these Improvised Spells is 10 + Int + spell level. If an Improviser sees a spell many days consecutively, he can choose to memorize the spell (DM discretion on how long a spell must be observed). The maximum number of memorized spells per caster level is equivalent to the Improviser’s Int modifier.

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Hope you enjoyed this custom class and please do leave suggestions for custom classes in the future you would be interested in seeing.